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How to load snowtroopers? [Solved]

Posted: Sun Feb 27, 2011 9:43 pm
by Jdg50
Okay, so I'm making a side mygeeto map, and wanted to load the snowtrooper models. Looked in the hoth lua and added a _snow to the end of each unit that used a snowtrooper model. Those units don't show up ingame. Why?

My LUA:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

-- Empire Attacking (attacker is always #1)
ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2

---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------


function ScriptPostLoad()

DisableBarriers("dropship")
DisableBarriers("shield_03")
DisableBarriers("shield_02")
DisableBarriers("shield_01")
DisableBarriers("ctf")
DisableBarriers("ctf1")
DisableBarriers("ctf2")
DisableBarriers("ctf3")
DisableBarriers("coresh1")

EnableSPHeroRules()

cp1 = CommandPost:New{name = "CP1_CON"}
cp2 = CommandPost:New{name = "CP2_CON"}
--cp3 = CommandPost:New{name = "CP3_CON"}
cp4 = CommandPost:New{name = "CP4_CON"}
cp5 = CommandPost:New{name = "CP5_CON"}
cp7 = CommandPost:New{name = "CP7_CON"}
--cp8 = CommandPost:New{name = "CP8_CON"}

conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, textATT = "game.modes.con", textDEF = "game.modes.con2", multiplayerRules = true}

conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
--conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp7)
--conquest:AddCommandPost(cp8)

conquest:Start()

end


function ScriptInit()
StealArtistHeap(2048 * 1024)
-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(4000000)
ReadDataFile("ingame.lvl")

ReadDataFile("sound\\myg.lvl;myg1gcw")

SetMaxFlyHeight(20)
SetMaxPlayerFlyHeight(20)

ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_hero_luke_jedi",
"all_inf_wookiee",
"all_hover_combatspeeder")

ReadDataFile("dc:SIDE\\imp.lvl",
"imp_inf_rifleman_snow",
"imp_inf_rocketeer_snow",
"imp_inf_officer",
"imp_inf_sniper_snow",
"imp_inf_engineer_snow",
"imp_inf_dark_trooper",
"imp_hero_bobafett",
"imp_hover_fightertank",
--"imp_hover_speederbike",
--"imp_walk_atst_jungle",
"imp_walk_atst")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_recoilless_lg")

SetupTeams{

all={
team = ALL,
units = 32,
reinforcements = 150,
soldier = {"all_inf_rifleman",9, 25},
assault = {"all_inf_rocketeer",1, 4},
engineer = {"all_inf_engineer",1, 4},
sniper = {"all_inf_sniper",1, 4},
officer = {"all_inf_officer",1, 4},
special = {"all_inf_wookiee",1, 4},


},

imp={
team = IMP,
units = 32,
reinforcements = 150,
soldier = {"imp_inf_rifleman", 9, 25},
assault = {"imp_inf_rocketeer", 1, 4},
engineer = {"imp_inf_engineer", 1, 4},
sniper = {"imp_inf_sniper", 1, 4},
officer = {"imp_inf_officer",1, 4},
special = {"imp_inf_dark_trooper",1, 4},
}
}


-- Hero Setup --

SetHeroClass(IMP, "imp_hero_bobafett")
SetHeroClass(ALL, "all_hero_luke_jedi")


-- Level Stats
ClearWalkers()
-- AddWalkerType(0, 0) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(1, 0) -- ATst- 2 legged Walkers
-- AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
-- AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
SetMemoryPoolSize("Aimer", 80)
SetMemoryPoolSize("EntityCloth", 37)
SetMemoryPoolSize("EntityHover", 7)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("EntityLight", 36)
SetMemoryPoolSize("MountedTurret", 14)
SetMemoryPoolSize("Obstacle", 500)
SetMemoryPoolSize("PathNode", 512)
SetMemoryPoolSize("EntitySoundStream", 1)
SetMemoryPoolSize("EntitySoundStatic", 76)
SetMemoryPoolSize("TreeGridStack", 300)
SetMemoryPoolSize("Weapon", 260)
SetMemoryPoolSize ("SoldierAnimation", 268)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("myg\\myg1.lvl", "myg1_conquest")
SetDenseEnvironment("false")
AddDeathRegion("deathregion")
--SetStayInTurrets(1)


-- Movies
-- SetVictoryMovie(ALL, "all_end_victory")
-- SetDefeatMovie(ALL, "imp_end_victory")
-- SetVictoryMovie(IMP, "imp_end_victory")
-- SetDefeatMovie(IMP, "all_end_victory")

-- Sound

musicStream = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", musicStream)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", musicStream)

OpenAudioStream("sound\\global.lvl", "gcw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\myg.lvl", "myg1")
OpenAudioStream("sound\\myg.lvl", "myg1")
-- OpenAudioStream("sound\\myg.lvl", "myg1_emt")

SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(1, "allleaving")
SetOutOfBoundsVoiceOver(2, "impleaving")

SetAmbientMusic(ALL, 1.0, "all_myg_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_myg_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2,"all_myg_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_myg_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_myg_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2,"imp_myg_amb_end", 2,1)

SetVictoryMusic(ALL, "all_myg_amb_victory")
SetDefeatMusic (ALL, "all_myg_amb_defeat")
SetVictoryMusic(IMP, "imp_myg_amb_victory")
SetDefeatMusic (IMP, "imp_myg_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
-- SetSoundEffect("BirdScatter", "birdsFlySeq1")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")


SetAttackingTeam(ATT)

--Camera Shizzle--

-- Collector Shot
AddCameraShot(0.008315, 0.000001, -0.999965, 0.000074, -64.894348, 5.541570, 201.711090);
AddCameraShot(0.633584, -0.048454, -0.769907, -0.058879, -171.257629, 7.728924, 28.249359);
AddCameraShot(-0.001735, -0.000089, -0.998692, 0.051092, -146.093109, 4.418306, -167.739212);
AddCameraShot(0.984182, -0.048488, 0.170190, 0.008385, 1.725611, 8.877428, 88.413887);
AddCameraShot(0.141407, -0.012274, -0.986168, -0.085598, -77.743042, 8.067328, 42.336128);
AddCameraShot(0.797017, 0.029661, 0.602810, -0.022434, -45.726467, 7.754435, -47.544712);
AddCameraShot(0.998764, 0.044818, -0.021459, 0.000963, -71.276566, 4.417432, 221.054550);
end

Re: How to load snowtroopers?

Posted: Sun Feb 27, 2011 9:50 pm
by acryptozoo
forgot to put them in the setup teams

Re: How to load snowtroopers?

Posted: Sun Feb 27, 2011 9:56 pm
by ACEwithSPADES

Code: Select all

imp={
team = IMP,
units = 32,
reinforcements = 150,
soldier = {"imp_inf_rifleman_snow,9, 25},
assault = {"imp_inf_rocketeer_snow,1, 4},
engineer = {"imp_inf_engineer_snow", 1, 4},
sniper = {"imp_inf_sniper_snow", 1, 4},
officer = {"imp_inf_officer",1, 4},
special = {"imp_inf_dark_trooper",1, 4},
}
}


Re: How to load snowtroopers?

Posted: Sun Feb 27, 2011 10:11 pm
by Jdg50
Thanks! That solved it!